Author: Jonas Köster
Publisher: Springer
ISBN: 3319939378
Category : Education
Languages : en
Pages : 155
Book Description
Although video is now ubiquitous in education, its full potential is oftentimes not fully understood, nor is it used to utmost potential. This timely volume seeks to address this gap by providing educators and instructional designers with a comprehensive and in-depth understanding of video production processes and methods for designing effective instructional videos. From its discussion of the significance of digital learning and impact of instructional video to its unique focus on the best design and production techniques that make video an effective teaching tool, this book offers applicable and tested strategies for creating quality instructional video. The accompanying website, which allows readers to see sample videos and access additional online resources, underscores the book’s practitioner focus. Among the topics covered: · Instructional videos for teaching and learning · Design and interactivity of instructional videos · Production, distribution, and integration of instructional videos · The future of instructional video Video in the Age of Digital Learning is an important, practical contribution to the scholarship exploring methods for sharing and acquiring knowledge in the digital age. It promises to be a valuable resource for educators, instructional designers, instructional media producers, and educational technology professionals.
Video in the Age of Digital Learning
Author: Jonas Köster
Publisher: Springer
ISBN: 3319939378
Category : Education
Languages : en
Pages : 155
Book Description
Although video is now ubiquitous in education, its full potential is oftentimes not fully understood, nor is it used to utmost potential. This timely volume seeks to address this gap by providing educators and instructional designers with a comprehensive and in-depth understanding of video production processes and methods for designing effective instructional videos. From its discussion of the significance of digital learning and impact of instructional video to its unique focus on the best design and production techniques that make video an effective teaching tool, this book offers applicable and tested strategies for creating quality instructional video. The accompanying website, which allows readers to see sample videos and access additional online resources, underscores the book’s practitioner focus. Among the topics covered: · Instructional videos for teaching and learning · Design and interactivity of instructional videos · Production, distribution, and integration of instructional videos · The future of instructional video Video in the Age of Digital Learning is an important, practical contribution to the scholarship exploring methods for sharing and acquiring knowledge in the digital age. It promises to be a valuable resource for educators, instructional designers, instructional media producers, and educational technology professionals.
Publisher: Springer
ISBN: 3319939378
Category : Education
Languages : en
Pages : 155
Book Description
Although video is now ubiquitous in education, its full potential is oftentimes not fully understood, nor is it used to utmost potential. This timely volume seeks to address this gap by providing educators and instructional designers with a comprehensive and in-depth understanding of video production processes and methods for designing effective instructional videos. From its discussion of the significance of digital learning and impact of instructional video to its unique focus on the best design and production techniques that make video an effective teaching tool, this book offers applicable and tested strategies for creating quality instructional video. The accompanying website, which allows readers to see sample videos and access additional online resources, underscores the book’s practitioner focus. Among the topics covered: · Instructional videos for teaching and learning · Design and interactivity of instructional videos · Production, distribution, and integration of instructional videos · The future of instructional video Video in the Age of Digital Learning is an important, practical contribution to the scholarship exploring methods for sharing and acquiring knowledge in the digital age. It promises to be a valuable resource for educators, instructional designers, instructional media producers, and educational technology professionals.
Who Owns the Learning?
Author: Alan November
Publisher: Solution Tree Press
ISBN: 1935542591
Category : Education
Languages : en
Pages : 187
Book Description
Learn how to harness students’ natural curiosity to develop self-directed learners. Discover how technology allows students to take ownership of their learning, create and share learning tools, and participate in work that is meaningful to them and others. Real-life examples illustrate how every student can become a teacher and a global publisher. The embedded QR codes link to supporting websites.
Publisher: Solution Tree Press
ISBN: 1935542591
Category : Education
Languages : en
Pages : 187
Book Description
Learn how to harness students’ natural curiosity to develop self-directed learners. Discover how technology allows students to take ownership of their learning, create and share learning tools, and participate in work that is meaningful to them and others. Real-life examples illustrate how every student can become a teacher and a global publisher. The embedded QR codes link to supporting websites.
Teaching in a Digital Age
Author: A. W Bates
Publisher:
ISBN: 9780995269231
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780995269231
Category :
Languages : en
Pages :
Book Description
Parenting for a Digital Future
Author: Sonia M. Livingstone
Publisher:
ISBN: 0190874694
Category : Education
Languages : en
Pages : 273
Book Description
In the decades it takes to bring up a child, parents face challenges that are both helped and hindered by the fact that they are living through a period of unprecedented digital innovation. In Parenting for a Digital Future, Sonia Livingstone and Alicia Blum-Ross draw on extensive and diverse qualitative and quantitative research with a range of parents in the UK to reveal how digital technologies characterize parenting in late modernity, as parents determine how to forge new territory with little precedent or support. They chart how parents often enact authority and values through digital technologies since "screen time," games, and social media have become both ways of being together and of setting boundaries. Parenting for a Digital Future moves beyond the panicky headlines to offer a deeply researched exploration of what it means to parent in a period of significant social and technological change.
Publisher:
ISBN: 0190874694
Category : Education
Languages : en
Pages : 273
Book Description
In the decades it takes to bring up a child, parents face challenges that are both helped and hindered by the fact that they are living through a period of unprecedented digital innovation. In Parenting for a Digital Future, Sonia Livingstone and Alicia Blum-Ross draw on extensive and diverse qualitative and quantitative research with a range of parents in the UK to reveal how digital technologies characterize parenting in late modernity, as parents determine how to forge new territory with little precedent or support. They chart how parents often enact authority and values through digital technologies since "screen time," games, and social media have become both ways of being together and of setting boundaries. Parenting for a Digital Future moves beyond the panicky headlines to offer a deeply researched exploration of what it means to parent in a period of significant social and technological change.
Video Games and Learning
Author: Kurt Squire
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Publisher: Teachers College Press
ISBN: 9780807751992
Category : Computer-assisted instruction
Languages : en
Pages : 0
Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
Remembering and Forgetting in the Age of Technology
Author: Michelle D. Miller
Publisher:
ISBN: 9781952271465
Category : Education
Languages : en
Pages : 288
Book Description
"Concise, nontechnical explanations of major principles of memory and attention, plus ideas for handling technology use in the classroom"--
Publisher:
ISBN: 9781952271465
Category : Education
Languages : en
Pages : 288
Book Description
"Concise, nontechnical explanations of major principles of memory and attention, plus ideas for handling technology use in the classroom"--
The Future of Learning Institutions in a Digital Age
Author: Cathy N. Davidson
Publisher: MIT Press
ISBN: 0262258137
Category : Technology & Engineering
Languages : en
Pages : 82
Book Description
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for today's graduating high school and college classes. It is for this reason that Davidson and Goldberg call on us to examine potential new models of digital learning and rethink our virtually enabled and enhanced learning institutions. This report is available in a free digital edition on the MIT Press website at http://mitpress.mit.edu/9780262513593. John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
Publisher: MIT Press
ISBN: 0262258137
Category : Technology & Engineering
Languages : en
Pages : 82
Book Description
In this report, Cathy Davidson and David Theo Goldberg focus on the potential for shared and interactive learning made possible by the Internet. They argue that the single most important characteristic of the Internet is its capacity for world-wide community and the limitless exchange of ideas. The Internet brings about a way of learning that is not new or revolutionary but is now the norm for today's graduating high school and college classes. It is for this reason that Davidson and Goldberg call on us to examine potential new models of digital learning and rethink our virtually enabled and enhanced learning institutions. This report is available in a free digital edition on the MIT Press website at http://mitpress.mit.edu/9780262513593. John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning
Literacy Is NOT Enough
Author: Lee Crockett
Publisher: Corwin Press
ISBN: 1452296383
Category : Education
Languages : en
Pages : 233
Book Description
How to upgrade literacy instruction for digital learners Educating students to traditional literacy standards is no longer enough. If students are to thrive in their academic and 21st century careers, then independent and creative thinking hold the highest currency. In Literacy is NOT Enough, the authors explain in detail how to add these new components of literacy: Solution Fluency Information Fluency Creativity Fluency Collaboration Fluency Students must master a completely different set of skills to succeed in a culture of technology-driven automation, abundance, and access to global labor markets. The authors present an effective framework for integrating comprehensive literacy or fluency into the traditional curriculum.
Publisher: Corwin Press
ISBN: 1452296383
Category : Education
Languages : en
Pages : 233
Book Description
How to upgrade literacy instruction for digital learners Educating students to traditional literacy standards is no longer enough. If students are to thrive in their academic and 21st century careers, then independent and creative thinking hold the highest currency. In Literacy is NOT Enough, the authors explain in detail how to add these new components of literacy: Solution Fluency Information Fluency Creativity Fluency Collaboration Fluency Students must master a completely different set of skills to succeed in a culture of technology-driven automation, abundance, and access to global labor markets. The authors present an effective framework for integrating comprehensive literacy or fluency into the traditional curriculum.
Educational Research and Innovation Education in the Digital Age Healthy and Happy Children
Author: OECD
Publisher: OECD Publishing
ISBN: 9264706496
Category :
Languages : en
Pages : 218
Book Description
The COVID-19 pandemic was a forceful reminder that education plays an important role in delivering not just academic learning, but also in supporting physical and emotional well-being. Balancing traditional “book learning” with broader social and personal development means new roles for schools and education more generally.
Publisher: OECD Publishing
ISBN: 9264706496
Category :
Languages : en
Pages : 218
Book Description
The COVID-19 pandemic was a forceful reminder that education plays an important role in delivering not just academic learning, but also in supporting physical and emotional well-being. Balancing traditional “book learning” with broader social and personal development means new roles for schools and education more generally.
The Distracted Mind
Author: Adam Gazzaley
Publisher: MIT Press
ISBN: 0262034948
Category : Psychology
Languages : en
Pages : 303
Book Description
Why our brains aren't built for media multitasking, and how we can learn to live with technology in a more balanced way. "Brilliant and practical, just what we need in these techno-human times."—Jack Kornfield, author of The Wise Heart Most of us will freely admit that we are obsessed with our devices. We pride ourselves on our ability to multitask—read work email, reply to a text, check Facebook, watch a video clip. Talk on the phone, send a text, drive a car. Enjoy family dinner with a glowing smartphone next to our plates. We can do it all, 24/7! Never mind the errors in the email, the near-miss on the road, and the unheard conversation at the table. In The Distracted Mind, Adam Gazzaley and Larry Rosen—a neuroscientist and a psychologist—explain why our brains aren't built for multitasking, and suggest better ways to live in a high-tech world without giving up our modern technology. The authors explain that our brains are limited in their ability to pay attention. We don't really multitask but rather switch rapidly between tasks. Distractions and interruptions, often technology-related—referred to by the authors as “interference”—collide with our goal-setting abilities. We want to finish this paper/spreadsheet/sentence, but our phone signals an incoming message and we drop everything. Even without an alert, we decide that we “must” check in on social media immediately. Gazzaley and Rosen offer practical strategies, backed by science, to fight distraction. We can change our brains with meditation, video games, and physical exercise; we can change our behavior by planning our accessibility and recognizing our anxiety about being out of touch even briefly. They don't suggest that we give up our devices, but that we use them in a more balanced way.
Publisher: MIT Press
ISBN: 0262034948
Category : Psychology
Languages : en
Pages : 303
Book Description
Why our brains aren't built for media multitasking, and how we can learn to live with technology in a more balanced way. "Brilliant and practical, just what we need in these techno-human times."—Jack Kornfield, author of The Wise Heart Most of us will freely admit that we are obsessed with our devices. We pride ourselves on our ability to multitask—read work email, reply to a text, check Facebook, watch a video clip. Talk on the phone, send a text, drive a car. Enjoy family dinner with a glowing smartphone next to our plates. We can do it all, 24/7! Never mind the errors in the email, the near-miss on the road, and the unheard conversation at the table. In The Distracted Mind, Adam Gazzaley and Larry Rosen—a neuroscientist and a psychologist—explain why our brains aren't built for multitasking, and suggest better ways to live in a high-tech world without giving up our modern technology. The authors explain that our brains are limited in their ability to pay attention. We don't really multitask but rather switch rapidly between tasks. Distractions and interruptions, often technology-related—referred to by the authors as “interference”—collide with our goal-setting abilities. We want to finish this paper/spreadsheet/sentence, but our phone signals an incoming message and we drop everything. Even without an alert, we decide that we “must” check in on social media immediately. Gazzaley and Rosen offer practical strategies, backed by science, to fight distraction. We can change our brains with meditation, video games, and physical exercise; we can change our behavior by planning our accessibility and recognizing our anxiety about being out of touch even briefly. They don't suggest that we give up our devices, but that we use them in a more balanced way.