Author: Ron Nash
Publisher: Corwin
ISBN: 1544394144
Category : Education
Languages : en
Pages : 169
Book Description
Shift Students’ Roles from Passive Observers to Active Participants. Preparing students for a world that did not exist when they were students themselves can be challenging for many teachers. Engaging students, particularly disinterested ones, in the learning process is no easy task, especially when easy access to information is at an all-time high. How then do educators simultaneously ensure knowledge acquisition and engagement? Ron Nash encourages teachers to embrace an interactive classroom by rethinking their role as information givers. The Interactive Classroom provides a framework for how to influence the learning process and increase student participation by sharing • Proven strategies for improving presentation and facilitation skills • Kinesthetic, interpersonal, and classroom management methods • Brain-based teaching strategies that promote active learning • Project-based learning and formative assessment techniques that promote a robust learning environment Intended to cultivate an interactive classroom in which students take an active role in learning, this book provides a blueprint for educators seeking to amplify student engagement while imparting critical twenty-first century skills.
The InterActive Classroom
The New Roadmap for Creating Online Courses
Author: Catherine R. Barber
Publisher: Cambridge University Press
ISBN: 1108804195
Category : Education
Languages : en
Pages : 243
Book Description
Are you ready to create an online course, but do not know where to start? Do your online learners seem isolated and disengaged? Are your online courses effective enough for the current, competitive market? Whether you are an instructor, instructional designer, or part of a team, this interactive workbook will help you create effective online courses to engage your learners. Key features of the workbook include integrating cognitive, social, and emotional aspects of learning; explaining the central role of self-reflection, dialogue, and realistic application; the incorporation of themes, scenarios, and characters to provide relevant and meaningful learning experiences; and the use of semiotics for inclusion of diverse learners. As you journey through the course creation process in this workbook, you will expand your ideas and discover new possibilities for the students taking your online course.
Publisher: Cambridge University Press
ISBN: 1108804195
Category : Education
Languages : en
Pages : 243
Book Description
Are you ready to create an online course, but do not know where to start? Do your online learners seem isolated and disengaged? Are your online courses effective enough for the current, competitive market? Whether you are an instructor, instructional designer, or part of a team, this interactive workbook will help you create effective online courses to engage your learners. Key features of the workbook include integrating cognitive, social, and emotional aspects of learning; explaining the central role of self-reflection, dialogue, and realistic application; the incorporation of themes, scenarios, and characters to provide relevant and meaningful learning experiences; and the use of semiotics for inclusion of diverse learners. As you journey through the course creation process in this workbook, you will expand your ideas and discover new possibilities for the students taking your online course.
I-Docs
Author: Judith Aston
Publisher: Columbia University Press
ISBN: 0231851073
Category : Performing Arts
Languages : en
Pages : 504
Book Description
The history of documentary has been one of adaptation and change, as docu-mentarists have harnessed the affordances of emerging technology. In the last decade interactive documentaries (i-docs) have become established as a new field of practice within non-fiction storytelling. Their various incarnations are now a focus at leading film festivals (IDFA DocLab, Tribeca Storyscapes, Sheffield DocFest), major international awards have been won, and they are increasingly the subject of academic study. This anthology looks at the creative practices, purposes and ethics that lie behind these emergent forms. Expert contributions, case studies and interviews with major figures in the field address the production processes that lie behind interactive documentary, as well as the political, cultural and geographic contexts in which they are emerging and the media ecology that supports them. Taking a broad view of interactive documentary as any work which engages with 'the real' by employing digital interactive technology, this volume addresses a range of platforms and environments, from web-docs and virtual reality to mobile media and live performance. It thus explores the challenges that face interactive documentary practitioners and scholars, and proposes new ways of producing and engaging with interactive factual content.
Publisher: Columbia University Press
ISBN: 0231851073
Category : Performing Arts
Languages : en
Pages : 504
Book Description
The history of documentary has been one of adaptation and change, as docu-mentarists have harnessed the affordances of emerging technology. In the last decade interactive documentaries (i-docs) have become established as a new field of practice within non-fiction storytelling. Their various incarnations are now a focus at leading film festivals (IDFA DocLab, Tribeca Storyscapes, Sheffield DocFest), major international awards have been won, and they are increasingly the subject of academic study. This anthology looks at the creative practices, purposes and ethics that lie behind these emergent forms. Expert contributions, case studies and interviews with major figures in the field address the production processes that lie behind interactive documentary, as well as the political, cultural and geographic contexts in which they are emerging and the media ecology that supports them. Taking a broad view of interactive documentary as any work which engages with 'the real' by employing digital interactive technology, this volume addresses a range of platforms and environments, from web-docs and virtual reality to mobile media and live performance. It thus explores the challenges that face interactive documentary practitioners and scholars, and proposes new ways of producing and engaging with interactive factual content.
Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues
Author: Sharma, Ravi S.
Publisher: IGI Global
ISBN: 161350148X
Category : Computers
Languages : en
Pages : 471
Book Description
Increasingly, multimedia content—from music, movies, games, news, books, and digital art to sharable educational material, e-government services, and e-health services—is delivered over broadband networks. With technological advances, cloud computing applications, and social networking approaches, many exciting applications are emerging to deliver this content as Interactive Digital Media (IDM). Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues presents the results of a large, industry-oriented, multi-national research program. This research seeks to discover usable business models, technology platforms, market strategies and policy frameworks for the emerging global digital economy, particularly for digital media researchers and industry entrepreneurs who wish to reach users around the world.
Publisher: IGI Global
ISBN: 161350148X
Category : Computers
Languages : en
Pages : 471
Book Description
Increasingly, multimedia content—from music, movies, games, news, books, and digital art to sharable educational material, e-government services, and e-health services—is delivered over broadband networks. With technological advances, cloud computing applications, and social networking approaches, many exciting applications are emerging to deliver this content as Interactive Digital Media (IDM). Understanding the Interactive Digital Media Marketplace: Frameworks, Platforms, Communities and Issues presents the results of a large, industry-oriented, multi-national research program. This research seeks to discover usable business models, technology platforms, market strategies and policy frameworks for the emerging global digital economy, particularly for digital media researchers and industry entrepreneurs who wish to reach users around the world.
The Active Classroom
Author: Ron Nash
Publisher: Corwin Press
ISBN: 1483333418
Category : Education
Languages : en
Pages : 256
Book Description
Ron Nash's bestselling guide to promoting active student participation in the classroom is updated with a wealth of new content addressing today's unprecedented challenges.
Publisher: Corwin Press
ISBN: 1483333418
Category : Education
Languages : en
Pages : 256
Book Description
Ron Nash's bestselling guide to promoting active student participation in the classroom is updated with a wealth of new content addressing today's unprecedented challenges.
The Interactive Stance
Author: Jonathan Ginzburg
Publisher: Oxford University Press, USA
ISBN: 0199697922
Category : Language Arts & Disciplines
Languages : en
Pages : 431
Book Description
This book presents one of the first attempts at developing a precise, grammatically rooted, theory of conversation motivated by data from real conversations. It argues that the right way to construe grammar is as a system that characterizes types of talk in interaction.
Publisher: Oxford University Press, USA
ISBN: 0199697922
Category : Language Arts & Disciplines
Languages : en
Pages : 431
Book Description
This book presents one of the first attempts at developing a precise, grammatically rooted, theory of conversation motivated by data from real conversations. It argues that the right way to construe grammar is as a system that characterizes types of talk in interaction.
The Interactive Past
Author: Angus A. A. Mol
Publisher:
ISBN: 9789088904363
Category : Archaeology
Languages : en
Pages : 0
Book Description
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
Publisher:
ISBN: 9789088904363
Category : Archaeology
Languages : en
Pages : 0
Book Description
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.
Building Interactive Worlds in 3D
Author: Jean-Marc Gauthier
Publisher: Taylor & Francis
ISBN: 1136143971
Category : Computers
Languages : en
Pages : 443
Book Description
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
Publisher: Taylor & Francis
ISBN: 1136143971
Category : Computers
Languages : en
Pages : 443
Book Description
In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.
Interactive Whiteboards for Education: Theory, Research and Practice
Author: Thomas, Michael
Publisher: IGI Global
ISBN: 1615207163
Category : Computers
Languages : en
Pages : 340
Book Description
"This book contributed to the debate about the importance of research-based studies in the field of educational policy making in general and learning technologies, particularly the use of interactive whiteboards for education"--Provided by publisher.
Publisher: IGI Global
ISBN: 1615207163
Category : Computers
Languages : en
Pages : 340
Book Description
"This book contributed to the debate about the importance of research-based studies in the field of educational policy making in general and learning technologies, particularly the use of interactive whiteboards for education"--Provided by publisher.
The Fundamentals of Interactive Design
Author: Michael Salmond
Publisher: Bloomsbury Publishing
ISBN: 1472587367
Category : Design
Languages : en
Pages : 201
Book Description
This book will help you design media that engages, entertains, communicates and 'sticks' with the audience. Packed with examples of groundbreaking interactive design, this book provides a solid introduction to the principles of interactive communication and detailed case studies from world-leading industry experts. The Fundamentals of Interactive Design takes you step by step through each stage of the creative process – from inspiration to practical application of designing interfaces and interactive experiences. With a visually engaging and exciting layout this book is an invaluable overview of the state of the art and the ongoing evolution of digital design, from where it is now to where it's going in the future.
Publisher: Bloomsbury Publishing
ISBN: 1472587367
Category : Design
Languages : en
Pages : 201
Book Description
This book will help you design media that engages, entertains, communicates and 'sticks' with the audience. Packed with examples of groundbreaking interactive design, this book provides a solid introduction to the principles of interactive communication and detailed case studies from world-leading industry experts. The Fundamentals of Interactive Design takes you step by step through each stage of the creative process – from inspiration to practical application of designing interfaces and interactive experiences. With a visually engaging and exciting layout this book is an invaluable overview of the state of the art and the ongoing evolution of digital design, from where it is now to where it's going in the future.